back.avapose.com

.NET/Java PDF, Tiff, Barcode SDK Library

public static string[] PlayerModelFileName = { "PlayerMarine" }; public static int[] PlayerLife = { 100 }; public static float[] PlayerSpeed = { 1.0f }; Next, create an enumeration with all the types of player weapons. For each player weapon, you need to store its animated model file name, its maximum amount of ammunition, and the amount of damage inflicted by its shot: // Player Weapons // ------------------------------------------------------------------public enum PlayerWeaponType { MachineGun } public static string[] PlayerWeaponModelFileName = {"WeaponMachineGun"}; public static int[] BulletDamage = { 12 }; public static int[] BulletsCount = { 250 }; Finally, you create an enumeration with all the types of enemies, where for each enemy you should store the name of its animated model, hit points, velocity, distance of perception, distance of attack, and damage. The distance of perception is the distance at which the enemy perceives the player and starts to chase him (sometimes referred to as aggro range), while the distance of attack is the distance within which the enemy is near enough to attack the player. // Enemies // ------------------------------------------------------------------public enum EnemyType { Beast } public public public public public public static static static static static static string[] EnemyModelFileName = { "EnemyBeast" }; int[] EnemyLife = { 300 }; float[] EnemySpeed = { 1.0f }; int[] EnemyPerceptionDistance = { 140 }; int[] EnemyAttackDistance = { 25 }; int[] EnemyAttackDamage = { 13 };

winforms pdf 417 reader, winforms qr code reader, winforms upc-a reader, winforms data matrix reader, winforms ean 128 reader, winforms ean 13 reader, c# remove text from pdf, pdfsharp replace text c#, winforms code 39 reader, c# remove text from pdf,

<start-state idref="createUser"/> <view-state id="createUser" view="admin/createUser"> <transition on="preview" to="previewUser"/> <transition on="cancel" to="listUsers"/> </view-state> <view-state id="previewUser" view="admin/previewUser"> <transition on="edit" to="createUser"/> <transition on="save" to="listUsers"/> </view-state> <end-state id="listUsers" view="externalRedirect:/admin"/> Spring Web Flow uses action beans to invoke the appropriate business logic as you move through the user journey. An action is literally any class that implements the Action interface. Actions can be invoked at the following points in a web flow: When the flow starts When the flow enters a state

Now you ll create the PlayerWeapon class, which is one of the simplest logic classes in your game. Just as in the TerrainUnit class, the player s weapon is drawn as an animated model. Although the weapon doesn t have any animation, it does have three bones: The first is the root bone, which doesn t have any transformation. The second bone is the weapon s butt bone, used to attach the weapon to the player s hand. The third bone is placed at the weapon s muzzle and is used as the starting point for the bullet shot.

When the flow is about to transition to another state (or to itself!) When the flow is about to exit a state When the flow is about to render the view of a state (useful for a reference data population) When the flow ends Listing 6-23 shows the interface that action classes must implement.

Figure 13-6. Player s weapon and its bones You begin constructing the PlayerWeapon class by declaring its attributes. The PlayerWeapon class needs to store its weapon type, because you might have some different types of weapons in the game. You ll use the PlayerWeaponType enumeration of the UnitsType class to store the weapon type. The PlayerWeapon also stores other attributes, such as the current and maximum number of bullets, and the bullet damage: UnitsType.PlayerWeaponType weaponType; int maxBullets; int bulletsCount; int bulletDamage; In the PlayerWeapon class, you need to store the position and direction in which a bullet exits the weapon (the fire position and direction). You ll use the fire position and direction to trace the shot ray, used to check whether the bullet hits an object. Finally, you need to declare an AnimatedModel for the weapon: AnimatedModel weaponModel; Vector3 firePosition; Vector3 targetDirection;

The PlayerWeapon class extends the DrawableGameComponent class. So, the PlayerWeapon constructor receives a Game (needed by its base class constructor) and a PlayerWeaponType as the constructor parameters. You use the PlayerWeaponType parameter to define which type of weapon you want to create. Inside the class constructor, the weapon s attributes are queried from the UnitTypes class, according to its weapon type. Following is the constructor code for the PlayerWeapon class: public PlayerWeapon(Game game, UnitTypes.PlayerWeaponType weaponType) : base(game) { this.weaponType = weaponType;

public interface Action { Event execute(RequestContext context) throws Exception; } RequestContext represents the current state of the web flow and the data associated with it. It s somewhat analogous to the HttpRequest and HttpResponse objects that are made available to a lot of Spring MVC form methods, and indeed you can put objects into the servlet request context by manipulating the RequestContext object. Instead of directly implementing the Action interface to provide all of your functionality, you would accept a lot of the default functionality from the FormAction class, overriding it only to provide calls into the service layer. The FormAction serves a very similar purpose to the various form controller classes that provide much of the boilerplate functionality in Spring MVC. Listing 6-24 shows our CreateUserAction bean, which does exactly this.

// Weapon configuration bulletDamage = UnitTypes.BulletDamage[(int)weaponType]; bulletsCount = UnitTypes.BulletsCount[(int)weaponType]; maxBullets = bulletsCount; }

<bean id="createUserAction" class="com.apress.timesheets.mvc.webflow.CreateUserAction"> <property name="formObjectName" value="command"/> <property name="formObjectClass" value="com.apress.timesheets.mvc.webflow.CreateUserForm"/> <property name="userAccountService" ref="userAccountService"/> </bean> The implementation of this bean is shown in Listing 6-25. Aside from the injection of the service layer dependency, there is a single business method here (although others could be added to provide form validation).

   Copyright 2020.